Serpents Simians
Serpents Simians
Serpents Simians
Written by
Timothy S. Brannan AKA “Web Warlock”
www.xtreme-gaming.com/theotherside/
Cover art by
David Fox AKA “Canadian Pittbull”
Interior art by
David Fox AKA “Canadian Pittbull”
All Flesh Must Be Eaten, Dungeons and Zombies, One of the Living, Pulp Zombies, Terra
Primate, Witch Craft, and Armageddon are © Eden Studios 1999-2005. Used here without
express permission.
1
Serpents & Simians
2
Serpents & Simians
Table of Contents
Archetypes................................................................................................. 10
Equipment ................................................................................................. 20
Demonic Rivals..................................................................................... 34
Stormwreaker ...................................................................................... 43
Back ......................................................................... 57
3
Serpents & Simians
4
Serpents & Simians
5
Serpents & Simians
Assassin
5-Point Profession Quality
The kind of assassin detailed here is a profes-
sional, not your fly-by-night-stab’em-in-the-
back-type. Alright, so maybe they often do just
that. Almost exclusively belonging to an Assas-
sin’s Guild, these individuals are trained to kill
for profit. Amateur assassins or those not be-
longing to a guild will attract the attention of
the local guild, and trespassers won’t often be
asked for an explanation. They’re eliminated.
Due to their extensive training, Assassins gain
a +1 to Dexterity, two levels of Disguise, two
levels of Lock Picking (Mechanical), two levels
of Notice, two levels of Stealth, and two levels
of Surveillance.
As a consequence of the profession, Assassins
have a two point Adversary– other Assassin
Guilds. Guilds are constantly vying for the up-
per hand to gain more territory. A Cast Mem-
ber who does not belong to a guild will instead
have all Assassin’s Guilds as adversaries, for
three points. Additionally, Assassins have a one
point Obligation (D&Z pg. 24)– they must pay pernatural, whether that be witches or magical
20% of all their profits to their guild. Of items. Barbarians are also closer to their animal
course, a rogue Assassin pays no tithes...at his instincts, and have two levels of Covetous
own risk. Assassins also have a three point Se- (Lecherous).
cret. Being an Assassin would mean certain
death if the authorities find out. Bite Attack
1-Point Quality
Barbarian This Quality is taken from TP pg. 170. A be-
5-Point Profession Quality ing with this Quality can bite for one point of
Being a barbarian isn’t just a way of life, it’s stabbing damage for each level of Strength.
an attitude. It’s about being rude, crude, gruff,
and not taking any crap from anybody. It’s Breath Water
about cracking heads, grabbing the loot and
2-Point Quality
the women, and making off to the fort.
This power is taken from TP, pg. 228. This is
Barbarians aren’t the most open minded, but
the ability to breath underwater, usually
they can be handy to have around when the
through the use of gills.
apes start shrieking and falling from the trees.
They gain +2 to Strength and +2 to Constitu-
Curse of the Werehuman
tion. Additionally, they gain three levels of
Hard to Kill and two levels in a Hand Weapon Variable Point Drawback
of choice. This supernatural effect is universally consid-
On the down side, due to the closed minded ered a curse by all apes. It is usually transmit-
and superstitious nature of being a barbarian, ted to an unfortunate ape by an insidious curse
they have an Obsession with destroying the su- or after being bitten by a Werehuman. The fol-
lowing game effects apply to this Quality.
6
Serpents & Simians
7
Serpents & Simians
could pass below an entire gibbot village with- being a true Ape) The Hairless Ape gains no
out ever knowing it was there, if it weren’t for bonus points for these Physical Drawbacks. On
the sweetly pungent odor of the moss the gib- the plus side, the Intelligence of the Hairless
bots so tenderly cultivate among the trees for Ape is increased by 2 points. The Hairless Ape
pipe smoking. Gibbots live for about 150 also possesses the Quick Learner Mental Qual-
years. ity (Book of Archetypes, p.47, Eden Studios,
Gibbots have a maximum dexterity of ten, Inc.).
and gain a +4 to Dexterity. Their delicate
frame causes them to suffer –1 to Strength. In Half-Elf
addition, gibbots have Brachiation (TP pg. 162) 4-Point Racial Quality
and two levels of Fast Reaction Time. Unfortu- Sometimes the tragic love shared between
nately, Gibbots are poor swimmers with Nega- long-lived elves and short-lived humans results
tive Buoyancy (D&Z pg. 27). in offspring. These children are often not ac-
cepted by either parent race, so they tend to
Gwourf live on the outskirts of society. Half-Elves typi-
5-Point Racial Quality cally live for five hundred years, which is long
Gwourfs are a short, four foot tall, stocky enough to watch all of their human friends die
race resembling stout little gorillas. They live while their elven relatives seem to age not a
under ground, where they mine precious metals day.
and brew stout liquors. The typical Gwourf lives They gain +1 to Dexterity and Perception.
about three hundred years, and they are su- They have Acute Senses (Vision), and have one
perb metal smiths. level of Attractiveness. They have a one point
Gwourfs have a maximum strength and con- Minority status.
stitution of 8. They gain +2 to Strength and +2
to Constitution, as well as one level of Hard to Half-Ogre
Kill and Infravision (AFMBE pg. 154). They have 5-Point Racial Quality
one level of Resistance (Psionics). In addition, Half-ogres are adored about as much as
they have two levels in Craft (Any) but they their ogre parent, which is to say that they are
tend to specialize in weapon smithing. reviled by mankind. They tend to be the result
These underground primates have two points of unions with unsavory motives. Averaging
of Covetous (Greedy), as they like to stash pre- seven feet tall, these creatures can break the
cious jewels and metals. Furthermore, they are average man. They tend to have yellowish skin,
Humorless and Reckless. They’re resistance to pale eyes, and brutish features. They can live
psionics prohibits them from becoming psionic to be as old as 60 years.
themselves. They have a maximum strength and constitu-
tion of eight, and gain +3 to Strength and +2
Hairless Ape to Constitution, but are slightly dim with a –1 to
2-point Physical Quality Intelligence. Half-ogres gain two levels of
When an ape possesses the Hairless Ape Brawling, two levels of Hard to Kill, one level
drawback, his or her appearance is radically of Regeneration (TP pg. 168), and Nightvision
altered. The ape’s face becomes very flat, with (D&Z pg. 27).
an exaggerated chin, nose and high forehead. Half-ogres are a three point Minority and
Worse yet, the unfortunate ape has very little have an Attractiveness drawback for two
body hair – what little there is grows thick only points. They additionally tend to be Humorless
on the head where the limbs join with the body. and slightly Cruel, for one point.
Male Hairless Apes also grow thick hair along
their cheeks and around their mouths. The Hair- Half-Orc
less Ape Quality includes the following attribute 2-Point Racial Quality
changes: Attractiveness -3 (due to the disturb- Few half-orcs are the result of a love affair
ing similarities to bizarre creatures of legend) between human and orc. Sometimes evil witches
Status -2 (it is hard to accept such a being as seek the consort of brutish orc barbarians, and
8
Serpents & Simians
other times hapless villages are ravaged by sions of elves from a parallel universe.
orc tribes seeking women and food. Pan Sidhe have a maximum dexterity of 8,
Regardless, the result of human and orc un- and a +1 to Constitution and + 2 to Dexterity.
ions is a being hated by men and held in rever- In addition, they have Acute Senses (Hearing),
ence by orcs. They often take after their orcish one level of Attractiveness, Brachiation, and
stock in that they have pig-like features. Some Nightvision (D&Z pg. 27). Pan Sidhe are poor
can pass as ugly humans. Half-Orcs can live to swimmers, having Negative Buoyancy (D&Z pg.
be 70 years old. They gain +1 to Strength and 27), and tend to be Lazy.
Constitution, and one level in Brawling. Addi-
tionally, they gain one level in Hard to Kill and Susceptibility
the Nightvision Power (D&Z pg. 27). 1-point per level Drawback
Due to their reviled heritage, half-orcs are Some people are just inherently inferior at
considered a three point Minority and suffer a ignoring the bad things that occur in life. This
one point Attractiveness Drawback. ability causes the character to take extra dam-
age or have reduced Survival Tests to fend off
Horns each Susceptibility. Each type of Susceptibility
3-Point Quality must be purchased separately. The level of Sus-
This Quality is taken from the Minotaur Qual- ceptibility is subtracted from the cast member's
ity in D&Z pg. 24. These are large horns capa- Constitution when resisting the effect(s) to which
ble of doing great damage. They can inflict the character is Susceptible. Susceptibility to
1d8 (4) x Strength slashing and stabbing dam- Disease may be due to age or disease. Suscep-
age. tibility to Heat may be due to thyroid problems
or vitamin deficiencies. Susceptibility to Sunlight
Ogre would indicate the disease Xenopigmentosa,
4-Point Racial Quality itself a genetic disease complex with multiple
Ogres can be nine feet tall. They tend to be other deletory effects on sufferers.
evil creatures, who savor the flesh of other sa-
pient creatures. They have mottled yellow skin,
lanky hair, and lifeless pale eyes. Torture and
cruelty is their delight. Though they often don’t
live to see old age, they can live to be as old
as 50 years.
Ogres have a maximum strength and consti-
tution of ten. They gain +5 to Strength and +3
to Constitution. Additionally, they have three
levels of Hard to Kill, one level of Regeneration
(TP pg. 168), and Nightvision (D&Z pg 27). Not
the brightest of bipedal beings, ogres have –2
to Intelligence. Ogres are very homely, with an
Attractiveness drawback of three points. They
are a three point minority, which is partly be-
cause they have a three point Cruel personal-
ity.
Pan Sidhe
5-Point Racial Quality
The Pan Sidhe are an elegant fey race re-
sembling a lithe boned hybrid of human and
chimpanzee with pointed ears. They live for
about one thousand years, and are believed to
either be simian relatives of elves or simian ver-
9
Serpents & Simians
Skills
Acrobatics 2
Climb 4
Hand Weapon (Staff) 2
Magic Bolt 2
Notice 2
Occult Knowledge 3
Powers/Metaphysics
Elemental Air 4
Lesser Illusion 2
Gear
Quarter Staff, blue robe embroidered with
cloud designs, pouch of coins
Personality
I bring knowledge to the less fortunate, less
simian races. We have been created in the di-
vine image, and it is our duty to bring culture
10
Serpents & Simians
Half-Orc Assassin
Talented Hero
Skills
Brawling 4*
Climbing 3
Disguise 5*
Hand Weapon (Dagger) 4
Hand Weapon (Sword) 4
Lock Picking (Mechanical) 2*
Notice 5
Stealth 5
Streetwise 4
Surveillance 5
Gear
"Oaf" clothes, long over-sized tunic, hood,
hosen, leather armor (concealed beneath oaf
outfit), heavy leather cloak (rolled up in pack),
big boots smeared with horse dung, couple
dozen rusty knives, broadsword, traveling
gear.
11
Serpents & Simians
Half-Ogre Barbarian
Talented Hero
Skills
Brawling 5
Craft (Hunting) 3
Dodge 5
Hand Weapon (Great Sword) 5
Hand Weapon (Long Bow) 3
Myth and Legend (Tribal) 2
Notice 2
Tracking 3
Traps 2
Weight Lifting 4
Gear
Great sword, long bow, quiver, 20 arrows,
chainmail hauberk, metal helmet, bear skin
cloak, tribal tattoos and ritual scarring
Personality
“Uncivilized monster? If to be civilized means to
be…like you…weak, passionless, worthless,
then yes, I am an uncivilized monster.
12
Serpents & Simians
Neo-Orangutan Lawgiver
Adept Hero
Str 4 Dex 4 Con 3 his breath. Long gone are the days when I
Int 4 Per 4 Wil 4 could travel through the canopy as easily as on
Life Points 24 the ground. Verily, my days are numbered. Ah!
Endurance Points 38 I am prattling on and speaking of needless
Speed 14 things.
Essence 43
“Remember always. The battle continues, and it
Qualities/Drawbacks is up to you, young warrior, to continue the
Adversary (Demons and Undead) 3 good fight.
Brachiation
Charisma 5 “Protect the weak.
Delusions (Phobia, Drowning) 2
Easy to Kill 4 “Embolden the fearful.
Essence Channeling 1
Holy Order of Light Priest “And fight – FIGHT – against the Dark.
Increased Essence Pool 4
Inspired Invoker “Rage against the Dying of the Light.”
Negative Buoyancy
Neo-Orangutan (Terra Primate, p. 178) Quote
Obligation (Find and Destroy Supernatural Evil) “Draw near and gain wisdom, my children.”
3
Atavism and Partial Biped bought off by 2
points of Drawbacks.
Metaphysics
The Gift
Divine Sight
Touch of Healing
Visions
Skills
Hand Weapon (Staff) 1
Instruction 5
Humanities/Simianities (Simian Theology) 5
Humanities/Simianities (Simian Law) 6
Myth and Legend (Simian) 5
Occult Knowledge 4
Storytelling 5
Gear
Vestments of office, Gilded Staff of the Law,
the Scrolls of the Law
Personality
“Thank you for stopping to let an old ape catch
13
Serpents & Simians
Str 10 Dex 7 Con 9 nothing but my strength and skills to protect you
Int 2 Per 3 Wil 2 from Those Who Have No Hair.”
Life Points 98
Endurance Points 68 Quote
Speed 16/36 “Be the beast.”
Essence 20
Qualities/Drawbacks
Aggressive Atavism Bite Attack (1 point per Str)
Delusions (Technology Is Not Necessary) 2
Hand to Kill 4
Humorless
Jumping (+10” to high jump, +10 yards broad
jump)
Negative Buoyancy
Nerves of Steel
Partial Biped
Ranger Template*
Reckless
Situational Awareness
Socially
Inept 2
Neo-Gorilla (Terra Primate, p. 178, modified –
Delusion replaced) *Brawling instead of Hand
Weapon
Skills
Brawling 5
Climbing 3
Dodge 2
Intimidation 5
Notice 3
Stealth 5
Survival (Forest) 4
Tracking 4
Weight Lifting 5
Gear
None
Personality
“Tools? Fah! Armor? FAH! What more does a
brave Ape need that than which the Law Giver
gives us? I can smash beasts and splinter wood.
I need nothing but myself to survive. And I need
14
Serpents & Simians
Qualities/Drawbacks
Bite Attack (1 point per Str point)
Brachiation
Delusion (Phobia of Drowning) 2
Fast Reaction Time
Hard to Kill 10
Honorable 2
Jump (+10” high jump, +10 yards broad jump)
Negative Buoyancy
Neo-Chimpanzee* *
Skills
Acrobatics 3
Dodge 5
Hand Weapon (Quarter Staff) 3
Martial Arts 5
Humanities (Mysticism) 2
Trance 2
Gear
Quarter staff, plain and humble robe, braided
cord belt detailing rank and deeds
Personality
“The truest measure of a warrior is his or her
ability to avoid battle, avoid inflicting injury,
and avoid inflicting death. My way is not that
of peace, but it is that of life.”
Quote
“Guard yourself!”
15
Serpents & Simians
Qualities/Drawbacks
Artistic Talent (Screech-Singing)
Brachiation
Charisma 2
Delusions (Phobia of Drowning) 2
Gibbon (Invasion of the Apes Quality)
Hard to Kill 6
Negative Buoyancy
Partial Biped
Photographic Memory
Situational Awareness
Skills
Climbing 4
Brawling 2
Dodge 3
Myth and Legend (Ape) 3
Notice 4
Questioning 3
Singing 5
Smooth Talking 3
Storytelling 3
Gear
Pouch, paper, pen, ink, messages, truce flag
Personality
“I carry the news. I watch. I listen. I write down
what I see and hear. This is how Apes can know
what happens in far away valleys and in dis-
tant lands. When I meet another like me, we
will trade news and move on.
16
Serpents & Simians
Ogre Marauder
Talented Hero
Qualities/Drawbacks
Attractiveness -3
Covetous (Lecherous) 2
Cruel 3
Danger Sense 2
Hard to Kill 10
Minority -3
Nightvision
Obsession (Destroying Supernatural)
Ogre
Regeneration 1
Resistance (Pain) 5
Skills
Brawling 3
Hand Weapon (Giant Club) 4
Hand Weapon (Spear) 3
Intimidate 3
Notice 3
Running (Marathon) 3
Shield (Large) 3
Stealth 3
Tracking 3
Weight Lifting 4
Gear
Massive iron-banded wooden club, 12’ spear,
large shield, studded leather armor, looting
sack, gigantic hobnailed boots, elephant skin
cloak
Personality
“Bah! Nothing! NOTHING! Slay the animals
within the barn, then put it to the torch. Then
bind up these tiny wretches. They shall bring a
fair price from the Orc slavers.”
17
Serpents & Simians
Half-Elf Swashbuckler
Talented Hero
Str 3 Dex 7 Con 3 other sack of gold or anther few rings from the
Int 3 Per 4 Wil 3 fingers of a lovely Lady. Right! “It’s not about
Life Points 46 the loot. It’s NEVER been about the loot. Life
Endurance Points 32 has to be worth living, and to be worth living,
Speed 20 life must be exciting. You understand? Ah, ex-
Essence 20 cellent! “Now hand over your wallet and no
one will get hurt.”
Qualities/Drawbacks
Acute Sense (Vision) Quote
Adversary (Various local rulers) 4 “Have at you!”
Ambidextrous
Attractiveness 1
Charisma 4
Contacts (Band of loyal thieves) 4
Danger Sense 1
Fast Reaction Time
Half-Elf
Hard to Kill 4
Honorable 1
Minority -1
Nerves of Steel
Reckless
Showoff
Skills
Climb 2
Fine Arts (Etiquette) 3
Hand Weapon (Cutlass) 4
Hand Weapon (Dagger) 4
Notice 3
Pick Pocket 2
Ride (Horse) 3
Seduction 2
Smooth Talk 3 (Specialty – Taunt) 5
Stealth 3
Survival (Forest) 2
Gear
Swept-hilt rapier, matching dueling dagger,
rakish clothes, floppy hat, thigh-high boots,
swift horse, saddlebags full of loot, black mask,
band of loyal followers
Personality
“I hate being bored. That’s really why I do this.
I just hate being bored. Right! Like I need an-
18
Serpents & Simians
Gibbot Kleptomaniac
Talented Hero
Qualities/Drawbacks
Brachiation
Charisma 3
Clown
Danger Sense 4
Delusions (There is no such thing as personal
property) 2
Fast Reaction Time
Hard to Kill 7
Gibbot
Negative Buoyancy
Obsession (Kleptomania)
Photographic Memory
Walk in Shadows
Skills
Dodge 5
Hand Weapon (Dagger) 1
Lock Picking (Mechanical) 3
Notice 6
Pick Pocket 5
Sleight of Hand 5
Stealth 3
Gear
Deep pockets, dozens of filched items, small
dagger, jaunty hat with a feather in it
Personality
“I don’t know why he was soooooo upset! It was
just a sword!
19
Serpents & Simians
20
Serpents & Simians
21
Serpents & Simians
mal-sized steel knives. So far no one has found peasants offer a perfect opportunity for feed-
any way to barter with the Bad Monkeys, but if ing. Giant Dire Cave Bears cannot be trained.
so, tiny daggers would be very popular items.
A flint knife typically breaks after 1D6 uses Strength: 12-18 Dexterity: 2-4
and is smeared with Bad Monkey feces. Any Constitution: 3-6 Intelligence: 0-1(animal)
successful attack has a 1-10% chance of caus- Perception: 2-4 Willpower: 3-5
ing an infection in the wound (effects to be de- Life Points: [(Str+Con)X6]+50
termined by the Ape Master). Speed [(Dex+Con)X2]+10
Bad Monkeys are very aggressive beings, Attack: Bite D12(6)X(Str+1), Claw D10(5)X
but will not attack if their prey appears to be (Str+1), Claw D10(5)X(Str+1)
too strong or if their target is carrying torches: Skills: Brawling 3, Tracking 2, Notice 3 Powers
they like to win. Even if they do not attack, they Armor (6 points from thick hide and fur)
will harass trespassers in their territory by pelt-
ing them with feces, rotting meat, and small ani- Chimpixies/Leprechaun-utans
mals (including unpopular members of the These detestable and mischievous beings fre-
troop). Some of the other small animals could quent cheerful isolated woodland glens where
include scorpions, spiders, and poisonous they frolic and reproduce, often to the accom-
snakes. The attack will be accompanied by a paniment of Pan Piper musicians and strong liq-
constant gibbering screeching stream of ob- uor. There are at least two species. One ap-
scenities and very bizarre phrases such as "I pears to be small, thin, bipedal chimpanzees,
MOCK YOUR VALUE SYSTEMS!", "YOU AP- and the other a small, thin, bipedal orangutan.
PEARED FOOLISH AND WEAK-WILLED WHEN I Both types dress in colorful and festive holiday
COPULATED WITH YOUR MOTHERS AND SIS- attire.
TERS!" and so forth. Either their sense of taste is demented or they
Where possible, Bad Monkeys will attempt to are colorblind, preferring mismatched and jar-
drive opponents into quicksand or the lairs of ring combinations of neon plaids and oddly
dangerous beasts. If they had a moral align- embroidered cloth. While basically peaceful,
ment, Bad Monkeys would be Psychotic Evil. Chimpixies/Leprechaun-utans have an array of
magical skills that they use when threatened.
Strength: 0-1 Dexterity: 4-7 They are usually threatened because of the
Constitution: 2-4 Intelligence: 1-2(normal) common belief that they horde huge stockpiles
Perception: 3-4 Willpower: 1-2 of gold coins (which they indeed do, subject to
Life Points: (Str+Con) x 3 the discretion of the Apemaster) or when they
Speed: [(Dex+Con)X2]+10 have just finished carrying out a practical joke
Attack: Bite D4 (2) x Strength or by Flint Dag- on another being that involves theft and leav-
ger (Damage = 1) ing the victim in a precarious (but not usually
Skills: Acrobatics 5, Brawling 3, Climbing 5, lethal) situation. Chimpixies/Leprechaun-utans
Dodge 5, Notice 3, Stealth 1, Craft (Catch and might join with “Good” heroes to battle “Evil”,
Fling Small and Dangerous Animals) 6 but their presence would not necessarily be a
benefit as they do not seem to distinguish
Cave Bear, Giant Dire friend from foe when battle is joined.
This massive predator is best described as an
elephant-sized bear covered in pale tan bristly Strength: 4-6 Dexterity: 5-8
fur with darker brown spots. The Giant Dire Constitution: 4-6 Intelligence: 2-4
Cave Bear is unable to stand upright like Perception: 2-3 Willpower: 2-3
smaller bears due to its large size. The attack Life Points: [(Str+Con)X2)+5]
of a Giant Dire Cave Bear is dreaded by all. Speed: 14/34 (walking/running)
These creatures are no more aggressive than Attack: By weapon, bite (= Str), or by magic
normal bears, but must feed very often in order Skills Brawling 2, Dodge 4, Hand Weapon
to fuel their huge bodies. Unfortunately for civi- (Short sword) 3, Invocation 4, Pick Pocket 5
lized beings, herds of livestock and crowds of Powers: Chimpixies possess the following spell-
22
Serpents & Simians
like abilities that can be cast at will, once per clamber up the trunks and into the homes of
round, at a level of effect equal to twice their their victims. After killing all they can reach and
Willpower: Beguile, Induce Sleep Leprechaun- eating their fill, the Climbing Dead drag the
utans possess the following spell-like abilities bodies of their victims back to their burial
that can be cast at will, once per round, at a grounds and cover them with clammy earth to
level of effect equal to twice their Willpower: awaken in three nights and join their ranks. The
Full Illusion, Visual Illusion Climbing Dead are typically encountered in
groups of 2 – 12. Note: See AFMBE.
Cloak Killer
The Cloak Killer hides in caves and ruined Weak Spot: Hands (treat as Heart)
buildings, blending in perfectly with its natural Getting Around: Life-Like, Climbing
surroundings. The Cloak Killer resembles an un- Strength: Monstrous Strength, Iron Grip, Claws
holy mix of a flying manta ray and a thick Senses: Like the Dead
shag carpet. It is intelligent enough to avoid Sustenance: Sweet Breads, Weekly
preying on groups, preferring instead to drop Intelligence: Teamwork
silently on solitary targets and crush them in its Spreading the Love: Bury the Body
shaggy embrace. The Cloak Killer speaks most
Ape languages, but is not inclined toward con- Dead, Swinging
versation. This foul undead ape lurks in dark forests
around old burial sites. The Swinging Dead is a
Strength: 3-5 Dexterity: 2-4 template that is added to an ape if it is killed
Constitution: 2-4 Intelligence: 2-3 by another Swinging Dead and buried for
Perception: 3-4 Willpower: 2-3 three nights in the same unhallowed ground as
Life Points: [(Str+Con)X2)+5] the original Swinging Dead. Since the victim
Speed: 14 (flying only) must be killed to become one of the Swinging
Attack: The Hug of Death (AFMBE, p. 152) Dead, this situation is permanent. The Swinging
Skills: Brawling 3, Dodge 1, Notice 2, Surveil- Dead attack in groups, swinging through the
lance 3 forest canopy and attempting to drive their
prey into an ambush. Any ape killed by the
Cows, Evil Swinging Dead will arise to join their rotting
Use standard Boar template from Terra Pri- ranks in 1 – 6 hours. The Swinging Dead are
mate pg. 231, but add Ape Powers: Aggressive typically encountered in groups of 5 – 30.
and Carnivore and Antler/Butt with Antler abil-
ity from the Deer template. These creatures ap- Weak Spot: Brain
pear to be normal cattle but are actually pack- Getting Around: The Quick Dead, Climbing,
hunting carnivores that hunt in groups of 2D6 Brachiation (from Terra Primate)
adults with 4D6 cowlings in a concealed lair. Strength: Dead Joe Average
Evil Cows can be trained if raised from infancy. Senses: Like the Living
Sustenance: Sweet Breads, Weekly
Dead, Climbing Intelligence: Animal Cunning 2
This foul undead ape lurks in dark forests Spreading the Love: Only the Dead
around old burial sites. The Climbing Dead is a
template that is added to an ape if it is killed Demon, Sothine
by another Climbing Dead and buried for Sages speculate that this minor demon race is
three nights in the same unhallowed ground as descended from wicked witches cursed millen-
the original Climbing Dead. Since the victim nia ago. Some go further to say that this race is
must be killed to become one of the Climbing the mother of orcs. They have the bodies of
Dead, this situation is permanent. The Climbing youthful, beautiful women but the heads of fe-
Dead are not particularly bright, but can rec- ral pigs. They delight in human agony, and
ognize the tree homes of forest-dwelling apes. tend to group in threes to work their wicked
During the dark of night, these evil beings magic. They are sometimes the consorts to evil
23
Serpents & Simians
male mages, who often father Sothine children They are immune to their own flames and
since no Sothine males are known to exist. those caused by other Budget Dragons, even if
the flames spread. The sight of a Budget
Strength: 2-3 Dexterity: 3-4 Dragon striding majestically through the inferno
Constitution: 2-4 Intelligence: 4-6 of a forest fire is an awe-inspring sight if one
Perception: 3-5 Willpower: 3-4 lives to tell of it. Budget Dragon (based on
Life Points: (Strength + Constitution) x 2 + 5 Wyvern Template from Terra Primate)
Speed: (Dexterity + Constitution ) x 2
Attack: by weapon Strength: 6-8 Dexterity: 4-7
Skills: Brawling 2, Hand Weapon (Knife) 2, Constitution: 3-7 Intelligence: 1-2(animal)
Stealth 2, Survival (Forest) 4 Perception: 2-4 Willpower: 3-5
Powers: Essence Channeling (2), Communion Life Points: [(Str+Con)X5]+10
(2), Lesser Illusion (3), Nightvision (D&Z pg. 27) Speed: [(Dex+Con)X2]+10 (+25 when flying)
Essence: 19 - 33 depending on Attribute point
Dragon, Budget total + any from Increased Essence Pool as de-
Budget Dragons are solitary beasts that scribed below
haunt lonely mountains and isolated areas of Attack: Claws D8(4)XStr, Bite D8(4)X(Str+1),
wilderness (the isolation being primarily due to Flame Breath (see below) Natural Armor D6+6
the presence of the Budget Dragon). The pres- (9)
ence of a Budget Dragon can be often noticed Skills: Brawling 3, Dodge 2, Magic Bolt 3, No-
by large areas of scored earth and charred tice 3, Stealth 4
wood in unlikely places (like snow-covered for- Qualities/Drawbacks: Essence Channeling at
ests). The Budget Dragon is large and slate- level 1 to 5 depending on age, Increased Es-
gray in color, with horns and talons shading to sence Pool at level 1 to 5 depending on age
a gleaming ivory sheen. They are covered in Flame Breath: Invocation - Elemental Fire, Strik-
large bony armor scutes that are slightly ing Flames Range: 10 yards per point of Will-
darker than their skin, giving them a mottled power + 10 yards per Essence Point Area of
coloration that assists in sneaking up on unsus- Effect (Budget Dragons Only): For every 10
pecting targets. yards (30') of range, the flame blast widens by
Male Budget Dragons are slightly larger than 1 yard. For example, a 30 yard blast is 3
females, and during the mating season develop yards wide at its longest extent (i.e. cone
bright red bands on their wings as an indicator roughly 90' long and 10' wide at maximum
of health and maturity. Budget Dragons con- range).
gregate only to mate and immediately sepa- Damage: D6X2(6); the modifier can be in-
rate - the male does not help hatch the eggs or creased 1 point per point of Essence Spent (for
tend to the young. example, spending 8 Essence Points results in a
The Budget Dragon is not particularly bright, damage roll of D6X10; X2 base plus 8 more
but is still a dangerous predator. When possi- for Essence). This invocation always takes the
ble, they always attack by surprising their form of a blast of fire originating from the
prey, either by diving on it from out of the sun dragon's mouth.
or by bursting forth from a crevasse or cave.
Often the only warning is the sudden and Forest Hyena
deadly burst of flame that engulfs an unsus- These carnivores are wolf-sized pack-hunting
pecting target, either killing it outright or caus- predators that assemble in large groups to
ing it to die in agony. The agony is typically hunt. Their presence is known by their cackling
short-lived as the Budget Dragon will pounce howls. They resemble the hyenas of Earth but
immediately afterward. Budget Dragons are their fur is a mottled dark brown and black
implacably aggressive and cannot be tamed or color. Forest hyenas have a short coarse mane
trained. They don't want to serve as your of bristly black fur that runs from the crown of
mount - they want to kill and devour you and the head to the shoulders. Their paws have
everyone you know. evolved to allow them to climb large trees from
24
Serpents & Simians
which they may leap to attack prey. Contrary The Gibberly Mouther emits a constant magi-
to popular belief, these animals are primarily cal effect similar to Beguile. All who fall victim
hunters and not scavengers. They will, however, to the Mouther’s chorus of voices will make no
attempt to steal the prey of larger predators defense as it attacks and slays them. This magi-
such as Gorilla-Bears when possible. cal power is innate and requires neither die
rolls or the expenditure of Essence to maintain.
Strength: 3-4 Dexterity: 3-5 The only way to silence a Mouther is to slay it.
Constitution: 4-6 Intelligence: 1-2(Animal) Gibberly Mouthers are solitary beings. While
Perception: 3-5 Willpower: 2-3 they might be intelligent, they do not communi-
Life Points: ([Str+Con]X3) + 10 cate with other beings. They are not trainable.
Speed: ([Dex+Con]X2) + 15
Attack: Bite D6(3)XStr+1 Strength: 3-5 Dexterity: 1-3
Skills: Brawling 2, Dodge 1, Notice 3, Climbing Constitution: 2-4 Intelligence: 1-2
2, Tracking 2, Stealth 2 Perception: 5-8 Willpower: 4-6
Life Points: [(Str+Con)X2)+20]
Frogmen Speed: 6 (slither only)
Use the Leaper template from Terra Primate Attack: 1D4 bites equal to Bite Attack from
pg. 223, but add the Aquatic Power and Terra Primate
change Survival (Forest) to Survial (Swamps Powers: Can never be surprised due to the
and Bogs). These beings also have the skills: myriad eyes pointing in all directions and see-
Hand Weapon (Club) 2, Stealth 1, Thrown ing in all spectra of visible light and infrared
Weapon (Javalin) 2, and Stealth 2. The crea- heat.
tures generally known as "Frogmen" actually Skills: Brawling 2, Dodge 2, Notice 7
represent several different species of creature.
Some are indeed manlike Frogs about 3-4 feet Gorilla-Bear
tall. Others appear to be reptilian and may be This bizarre form of carnivorous ape is found
much larger (and have Survival (Forest) instead) in small groups that form hunting packs. In over-
and lack the Aquatic and Jump powers. The all appearance, this creature appears to be a
rarest of these appear to be reptilians who live large gorilla, but with a head resembling that
in the deepest parts of the Wasteland (Survival of a bear or large cat. Likewise, the hands of
(Desert) and Str 4 poisonous bite as per the this creature are paws with large claws, leav-
Rattlesnake template in Terra Primate). This ing it no freely movable digits like those of
form also lacks the Aquatic and Jump powers, other apes. These creatures are very hostile
but gains the Burrowing Power from All Flesh predators and will not stop once an attack has
Must Be Eaten (Eden Studios, Inc.). Frogmen are begun. If possible, they will seize their foes and
not violent to each other, but do hunt all crea- attempt to crush and strangle them.
tures, including Apes, for food. They often util-
ize javalins coated with a sleeping poison (Str Strength: 9-12 Dexterity: 4-6
2) to help subdue their prey. Constitution: 3-5 Intelligence: 1-2(Animal)
Perception: 2-4 Willpower: 4-6
Gibberly Mouther Life Points: ([Str+Con] x 5) + 10
The Gibberly Mouther is a bizarre foe that Speed: ([Dex+Con]X2) + 5
appears to be a formless slimy mass of gelatin Attack: Claws D6(3) x Strength, Bite D6(3) x
that is constantly forming and reforming mouths, Strength
eyes and tufts of hair. The approach of this un- Skills: Brawling 3, Notice 3, Tracking 3
natural being is easily noticed by the dozens of Powers: The Hug of Death (AFMBE, p. 152)
voices speaking from its many mouths. The Gib-
berly Mouther will attack anything for food, or Gorillasaurus Rex
will just as willingly eat the bodies of the dead. This noble beast is considered by many Simi-
The true treat of the Gibberly Mouther lies in its ans to be the physical manifestation of the King
magical abilities. of the Forest, an ancient jungle god of folklore.
25
Serpents & Simians
The difference between a Gorillasaurus Rex A large flock of harmosets can number in the
and a normal gorilla is immediately noticeable: dozens and can be quite dangerous if enough
beneath the iridescent golden fur are thick ar- of them are able to successfully attack an indi-
mored scutes that provide protection from vidual and cannot be driven away. They are
blows, and the beast’s head is crowed by a double dangerous as their bite secretes both an
pair of immense bull-like horns. The Gorillasau- anticoagulant and an anesthetic that allows
rus Rex also possesses a long scaled tale, also them to feed undisturbed on the freely flowing
golden in color, but it is only used for threat blood of sleeping animals. Harmosets cannot
displays: in addition to roaring, beating the be trained.
ground, and beating its chest, the Gorillasaurus
Rex also slashes with its horns and thrashes its Strength: 0 Dexterity: 4-5
tail rapidly. These creatures are usually soli- Constitution: 2 Intelligence: 0-1(animal)
tary. It is considered a good omen to see even Perception: 2-3 Willpower: 2
one. To see several together, sitting placidly as Life Points: 5
they watch over their forest domain, would be Endurance Points: 20
considered a sign from the Gods of Light. Speed: 4/30/50 (walking, leaping, flying)
The Gorillasaurus Rex may only be an Attack: Bite 1 point of damage, plus 1 Life
“animal” but it is a truly good and noble beast Point drain per round per harmoset
that will temporarily join the forces of “Good” Skills: Biting 2, Dodge 3
when they do battle with “Evil” in its jungle
realm. Kongor (Unique Creature)
Kongor appears to be a gigantic Natural
Strength: 10 Dexterity: 4 Gorilla in the "Vast" Enhanced Size Category
Constitution: 5 Intelligence: 4 (animal) (TP pg. 167). Use the standard Elephant tem-
Perception: 2 Willpower: 3 plate (TP pg. 232) but add Smash With Fist At-
Life Points: 70 tack at D12(6)X Str damage, Regeneration (5
Endurance Points: 59 point version) and Climb (LARGE things) 4.
Speed: 6/38* Kongor also has Obsession (Small Hairless Fe-
Essence: 26 males) and Contacts 5 (local tribe of worship-
Attack: Bite (= Strength), Horns D8(4) X Str pers who will fight to protect him and to pre-
Skills: Brawling 4, Climbing 2, Dodge 3, Intimi- vent outsiders from entering Kongar's valley).
dation 4, Survival (Jungle) 4 Kongor will not usually leave his remote moun-
Powers: Racial Memories, Armor (4 points), tain valley, but will attack anyone who tres-
Jump, Regeneration (1 life point/minute), Horns, passes into his territory. His worshippers try to
Divine Sight find hairless females (Apes, Hairless Apes, and
Humans) to toss over the wall that closes off
Harmoset Kongor's valley so that he does not emerge to
These small bat-winged primates swarm in destroy their village on the first night of each
flocks deep in the darkest parts of the forests New Moon.
and jungles. They resemble an iridescent red
marmoset with long thin fangs, scaly reptilian Landshark
wings and a long scaled tail. Harmosets are The fierce landshark is a dangerous beast.
both predators and parasites. While they are They appear to be large reptilian creatures
not adverse to attacking and eating smaller in- vaguely resembling a bullet with a pointed
sect prey, such as moths and crickets, they pre- nose, a back spike, four stubby legs, huge
fer to drain the blood of warm-blooded ani- claws, big teeth, and tiny beady ears. Land-
mals whenever possible. Because of this dual sharks burrow beneath the ground rapidly in
diet, harmosets become the vectors of parasitic soft earth, and will often lie in wait for prey to
and bacterial infections by transmitting these approach. The landshark then erupts from the
organisms from prey they devour to prey earth, leaving behind a large crater and col-
whose blood they drink. lapsing tunnel, and attacks mindlessly. Because
26
Serpents & Simians
they are adapted to digging, landsharks are Skills: Brawling 2, Hand Weapon (Sword) 3,
not very flexible, thus nimble prey has the best Play Instrument (Pipes) 4, Running (Sprint) 4, In-
chance of surviving. Landsharks are roughly the vocation 5 (See description)
size of a rhinoceros and their scales/shell is a Powers: Special (See description)
shiny dark brown to grey in color. They cannot
be trained. Rat, Giant
Rodents of unusually large size. Use statistics
Strength: 10-15 Dexterity: 1-2 for Wolves as found in Terra Primate pg. 235.
Constitution: 4-6 Intelligence: 0-1(animal) Add the Diseased Corpse Zombie Power from
Perception: 2-3 Willpower: 2-3 the AFMBE pg. 158.
Life Points: [(Str+Con)X2)+10]
Speed: 10/20 (walking/burrowing) Sasquatch
Attack: Bite D10(5)XStr+1, Claws D10(5) This is the version of Sasquatch that kills
XStr+1 campers and hunters and carries off human
Skills: Brawling 3, Notice 2 women (or men if it’s a Ms. Sasquatch). It is also
fond of destroying human property and terror-
Owl Bear izing the populations of small isolated towns.
Bears with the heads of owls or other preda- This version of Sasquatch is a carnivore and will
tory birds. Use statistics for Bears as found in hunt large mammals, including humans, for
Terra Primate pg. 231. Add the Hug of Death food, clubbing its victims to death with football-
Zombie Power from the AFMBE pg. 152. sized fists and brute strength. It likes to howl
and roar and throw small wagons around to
Pan Piper mark its territory.
This bizarre creature appears to be an up- This version is best used in scenarios involving
right chimpanzee with the legs, hooves and terrified and (usually) unarmed human victims
horns of a goat. Pan Pipers are quite intelligent who can only flee the wrath of this fearsome
but tend to be mischievous. They are not typi- beast.
cally hostile, but will defend themselves with a
short sword or their horns. Pan Pipers can use Strength: 9-12 Dexterity: 4-5
their reed flutes to cast spells on other intelli- Constitution: 5-7 Intelligence: 3 (animal)
gent beings when the mood suits them. Pan Pip- Perception: 3-5 Willpower: 3-5
ers can cast the equivalent of the following in- Life Points: 70
vocations at level 5 when playing their flutes. Speed: 18
The flutes themselves are not magical. Lesser Attack: Punch damage D6(3) x Strength
Invocation, Affect the Psyche, Beguile, Induce Skills: Brawling 4, Running (Sprint) 2, Stealth 2,
Sleep. These invocations do not cost the Pan Survival (Forest) 4
Piper any Essence points – the Pan Piper simply
has to play its flute for at least one round for Skunk Ape
the invocations to take effect. Pan Pipers usu- The Skunk Ape is a solitary being that is re-
ally live either alone or in small groups. If con- lated to the Sasquatch. It inhabits desolate
fronted about items they have taken, the Pan swamps far from civilized areas. The single
Pipers will usually flee into the forest leaving most notable trait, the incredibly noxious smell
everything behind. If cornered, however, they of the Skunk Ape, serves two primary purposes.
can be fierce opponents. It allows Skunk Apes to locate each other if
they wish to mate, and it makes it harder for
Strength: 4-6 Dexterity: 4-7 many predators to attack the Skunk Ape. On
Constitution: 3-5 Intelligence: 1-3 the downside, Skunk Apes are always detect-
Perception: 2-5 Willpower: 5-7 able by any being with a sense of smell, and
Life Points: [(Str+Con)X3]+10 beings that feed on carrion may actively seek
Speed: [(Dex+Con)X2]+30 out a Skunk Ape to attack and eat it.
Attack: Horns D6(3)X(Str+1) or by weapon Skunk Apes are shy creatures that spend their
27
Serpents & Simians
time feeding on small fish, frogs, moss, and mals, such as pigs, goats, and cows, into men.
other edible items found in their soggy abodes. Urgs are both repulsive and weak-minded.
They will flee if surprised, but will defend them- Long ago they escaped from their masters and
selves if attacked. Once battle is joined, the today exist in bands lead by the largest and
Skunk Ape will not retreat. most intimidating among them.
One of the most disquieting aspects of Urgs
Strength: 10 Dexterity: 4 is their capacity to breed with any creature.
Constitution: 5 Intelligence: 3 (animal) Farmers expecting to find cattle birthing calves
Perception: 4 Willpower: 3
have found Urgs instead. Urgs are motivated
Life Points: 70
by only three things—greed, fear and the de-
Speed: 18
Endurance Points: 59 sire to reproduce.
Essence Pool: 26
Attack: Punch damage D6(3) x Strength Strength: 6 Dexterity: 5
Skills: Brawling 3, Running (Sprint) 3, Stealth 2, Constitution: 3 Intelligence: 1
Survival (Swamp) 4, Swimming 3 Perception: 2 Willpower: 3
Qualities: Nerves of Steel, Situational Aware- Life Points: (Strength x Constitution) x 2 +8
ness Speed: (Dexterity + Constitution ) x 2 +5
Powers: Improved Noxious Odor – this power Attack: Bite attack for one point of damage
is identical to the Noxious Odor Zombie Power per strength point
(AFMBE pg. 158) except that the area of effect Skills: Hand Weapon 2, Brawling 2, Notice 2,
is doubled (i.e. 4 meters). The actual smell car- Tracking 2
ries much further, allowing detection of the
Skunk Ape if it approaches within several hun- Wolf, Dire
dred yards of any being with a sense of smell. These canines are as large as ponies, but ap-
The Noxious Odor resembles a mixture of mil- pearances can be deceiving as they are not
dewed carpet, wet shaggy dog, and rotting
meat.
Umber Bulk
This is a massive creature that resembles a
bipedal rhinoceros with the head of a beetle.
Anyone meeting the gaze of an Umber Bulk is
affected by Beguile in the same manner as that
of a Gibberly Mouther. It is possible that these
beings are related in some arcane manner, but
unlike the Mouther, the Bulk is completely silent.
Urg
Urgs are the result of many failed experi-
ments by meddling wizards trying to turn ani-
28
Serpents & Simians
Wolf, Two-Headed
The origin of these foul creatures is attributed
to sorcery. These animals appear to be jet-
black wolves, but have two heads, each of
which can attack independently. They are very
aggressive, but otherwise identical to modern
wolves. They are difficult to train.
29
Serpents & Simians
START
1
2
START Note that when placing chambers and exits
the Ape Master can place them as they seem
pleasing or logical. If an illogical result occurs,
ignore it and roll again.
30
Serpents & Simians
31
Serpents & Simians
4 Spines
5 Bony plate Mouth Type, Optional (1d8)
6 Bony ridges
7 Hard, faceted skull 1 Large, fanged
8 Snakes for hair 2 Beak
9 Small tentacles for hair 3 Billed
10 Oozing pores on scalp 4 Fish-like
11 Scaled head 5 Tentacle surrounded
12 None 6 Lipless
7 No teeth, lips have hard ridges
Eye Type (1d6) 8 No mouth
32
Serpents & Simians
33
Serpents & Simians
Demonic Rivals
Two Classic Demonic Powers for your Serpents & Simians Game
by
Timothy S. Brannan
Appearance
Orcus, in his normal form, is a grossly fat de-
34
Serpents & Simians
through his cult. These small groups are loosely Type: Greater Seraphim (Demon)* (formerly a
organized and even more loosely aligned. pagan god/primal of death)
What they share is a common worship for the Association: Infernal Legions
Demon Prince. The motives of the individual
worshippers vary. Some are necromancers Strength: 21 Dexterity: 13
wanting to learn more about the nature of life, Constitution: 17 Intelligence: 10
death and undeath. Others are undead them- Perception: 11 Willpower: 9
selves and regard Orcus as their Prince and Endurance: 245 Speed: 60
God. But most are anarchists who see Orcus as Armor: 24
a means of causing more evil and chaos in the Essence: 162
world. Cultists revel in raising undead, typically Essence Channeling level: 7
zombies, but sometimes more powerful ones Life Points: 469
such as vampires as well.
Qualities
The Wand Of Orcus Acute Senses (all)
Finally, Orcus holds the wand of death (Orcus' Age (as a demon) +20
Wand) which is a rod of obsidian topped by a Charisma +2
skull. This instrument causes death (or annihila- Essence Channeling +20 (7)
tion) to any creature, save those of like status Hard to Kill +13
(other demonic lords, arch-fiends, avatars, Increased Essence Pool +5
powers, greater ethereals etc.) merely by Increased Life Points +9
touching their flesh. This power can be used at Natural Toughness
the will of the wielder. Often Orcus sends his Nerves of Steel +3
wand to the Earthly realms to allow it to fall Seraphim Greater (Demon)
into the hands of some mortal to wreak havoc. Supernatural Senses
When Orcus needs it back he summons it and it
comes, usually current wielder in tow, immedi- Drawbacks
ately to his side. Adversary (lots, powers of good and evil) –10
Attractiveness –3
Orcus in Action Covetous, Greedy –2
Orcus is not an active or direct mover in the Covetous, Lecherous –3
world. Like the generals of old, he prefers to sit Cruel –2
back and let the rank and file do his fighting. Delusions (will be a god again) –3
To Orcus the rank (emphasis on the rank) and Lazy –2
file are zombies. Raising undead is something Paranoia –2
Orcus does. Not just to spread his word, but to Taint Vulnerability (part of Seraphim quality)
inflict as much mass suffering, confusion and evil
as he can. A zombie/deadite uprising could be Skills
due to a group of priests or would-be-priests Languages (all) +10
that have stumbled on a tome to raise the Theophany skill
dead. Brawling +13
Bureaucracy +12
Orcus often “rewards” these priests by making Cheating +9
them the first thing the zombies kill. Craft, Weapons +10
Orcus and his cult make a great (if somewhat Craft, ritual items +12
stereotypical) bane for players in a Serpents & Dodge +8
Simians game. Gambling +10
Hand weapons, mace +15
Orcus Hand weapons, sword +12
Other names: Thanatos, Thanter, Dis Pater, Hand weapons, others +10
Pluto, Dis, Hades. Magic Theory +16
35
Serpents & Simians
Combat
Wand of Orcus, 1 attack, bonus: +34, dam-
age: d10(6)+27, Destruction power
36
Serpents & Simians
gorgon is a “she” or an “it” or a “both” or he sees himself as. Orcus and Demogorgon
“neither”, sages simply do not know) is the simply hate each other.
greatest of their number and is their ruler.
Less well known are his battles with the Fallen
Much mystery surrounds the being known as Angel/Arch Devil Belial, also known as Beliar.
Demogorgon. His name comes from the late Though that war has been at a standstill for a
Latin meaning “Terrible Demon”, but there are number of centuries.
claims that he is a Greek chthonian god, or
even something far more primal. But more than anything Demogorgon is about
change. He evolves and changes to fit the
What is known is this. Demogorgon is ancient. needs of the times. Some claim this is due to
He was old even in the pre-history of human- the dual brained nature of his two independent
kind. He has taken upon himself the mantle of heads, others say it because he has been
“The Prince of Demons”, though there are very around for so long he has seen evolution in ac-
few that can actually challenge him in this role. tion and understands it at a level that even the
In addition he is known as “The Great Fiend”, Creator does not comprehend. What ever the
“Lord of the Abyss”, and “The Great Beast”. case one factor is for certain, in their epoch
When the angels fell and took up lordship in stretching war Orcus has never gained the up-
Hell, Demogorgon was already there. He (and per hand despite a never ending supply of un-
Orcus) greeted Lucifer and his angels. It is dead minions. Demogorgon has reigned su-
likely that he was kicked out since he now re- preme.
sides in Chesed. It is possible that his wars with
Orcus and Belial began here. Even among the fiend lords Demogorgon has a
peculiar “hobby”, he has spent millennia breed-
Unlike other demonic creatures, Demogorgon is ing different species of man, animal and fiend
not a fallen angel or god. He has always been to produce new races. There seems to be no
a fiend. As he has aged and evolved he has purpose in this other than the pursuit itself.
become more “demon” like. Or, if as specu- Nearly every imaginable combination and
lated, he is the original demon and the fallen abomination can be found roaming free in his
angels became more like him. Some occult realm. Demogorgon has kept Mendelian-like
scholars have even speculated that he might records that go back thousands of centuries on
belong to that quasi-mythical group known as his successes, failures, and reattempts, all with a
Proto-demons, which puts him closer in nature to methodical meticulousness that makes the hand-
the likes of Pazuzu than Lucifer. ful of scholars that have seen them believe the
theory that this is just one, extremely old crea-
Motivations and Goals ture.
Like most fiend lords, Demogorgon is obsessed
with spreading his power. However the Great Though it is whispered, there is another theory.
Fiend has had his share of battles. His war with That Demogorgon is in fact a title and not the
Orcus is legendary. The populations of entire Great Fiend’s name. That over the wastes of
worlds have been spent in this never ending time there have been many Demogorgons, one
war. There was a time when it seemed Demo- taking over when the previous one dies, all tak-
gorgon had the upper hand, but he has been ing similar form, and maybe even the true es-
dealt a number of crushing reversals of late. sence (and Essence) of the Prince of Demons.
He and Orcus are once again at a standstill, This theory could help explain the seeming con-
with Orcus possibly having the up hand. He is tradictions in his character. While dismissed by
also know for his battles with the Abat-Dolor older sages and occultists there is a growing
demons whose leader is Graz’zt, and those number of younger occult scholars that have
battles have picked up once again after some embraced this idea and have taken to calling
time of reduced activity. Graz’zt covets Demo- the creature “The Demogorogon”. There are at
gorgon’s title as Prince of Demons, something least two creatures, both extremely powerful
fiends that occult scholars point to as examples.
37
Serpents & Simians
The greater fiends Aameul and Hethradiah cult scholar wrote that two voices, male and fe-
(known as his right hand) were known to be male, were foremost, but thousands of others
powerful lieutenants of Demogorgon that were could be “heard” in the background.
either killed (and unravelled), absorbed into
the Demon Prince, or became The Demogorgon. The Lair of Demogorgon
Like most fiendish realms, the Lair of Demogor-
Regardless of which interpretation is true, there gon is located in the Sephiroth of Chessed. The
is no way to know for sure and all contact with lair of the Great Fiend resembles an infinite
Demogorgon is only likely to be with one entity lush topical rainforest full of every manner of
in particular. Unless of course one is present life, both mundane and fiendish. Visitors from
when this theorized transfer of power occurs, Malkuth (Earth) are reminded of the primal for-
and that is only likely if the cast are the main ests of South America or the jungles of India
sacrifices or on the menu, or both. and Africa. Yet even the terrene dangers of
those places are paled with the horrors of the
In nearly all cases and examples throughout jungles of Demogorgon. Other areas resemble
time, Demogorgon prefers to work through his great fetid bogs that stretch for miles and
cults (even if he pits these cults at cross pur- whose depths have never been explored, and
poses) rather than become directly involved. great flat deserts of salt where the creatures
survive beneath a white-hot sun by drinking the
Appearance fluids of anything (or anyone) they capture.
The renowned sage Gygax described the Known by some as “Abysm”, “Ungurth Reddik”,
Great Demon thusly, “Demogorgon appears as and to others as “The Gapping Maw”, it is the
an 18-foot tall reptilian-humanoid. He has two home not only to Demogorgon and several
heads that bear the visages of baboons. His thousand lesser fiends, but also to the two pri-
blue-green skin is plated with snake-like scales, mary branches of Demogorgon’s cult (the third
his body and legs are those of a giant lizard, is situated wholly on Earth), many species of
his twin necks resemble snakes, and his thick tail primates and reptiles of varying degrees of in-
is forked. In place of arms, he has two huge telligence, dinosaurs and ancient reptiles, but
tentacles.” also to several thousand humans stuck in a
tribal state of development. It appears that the
Demogorgon can change his form at will, de- humans sole purpose for being here is to pro-
pending on his mood. While he will typically vide sport for the cultists of the Demon King.
appear as described above, he can alter that
façade. Changes can be subtle, mandrill or The Cult of Demogorgon
hyena heads for example, or to a more sinuous Demogorgon runs three very active (respective
body like that of a snake rather than a reptile. to their areas of control) cults. While separate
Demogorgon can also appear human as he and most of the time even ignorant of each
wills. His most common guise is that of a tall other, the cults operate in similar fashions and
man of indeterminate age and race (eye wit- all three, whether known or not, have the same
nesses always differ on accounts) with two no- goals—destruction, violence and the promotion
table features, his eyes are always yellow of the will of Demogorgon.
tinged with red and he stands before them na-
ked, clothed only in shadow and bald. The Blood Apes - The largest cult of Demogor-
gon, is a cult of intelligent Gifted apes. They
Those encountering the Great Demon report an are often referred to as “The Blood Apes” due
overwhelming feeling of fear and dread. They to their habit of bathing in the blood of fallen
describe feeling that they are in the presence enemies and comrades. These cultists actively
of an ancient and alien evil. Those that have worship Demogorgon as their god and attrib-
communicated with him describe a tumult of ute to him all spoils. The doctrines of the cult
voices, of different ages, nationalities, genders, emphasize destruction and violence. In Ape-
and description, but all cruel and evil. One oc- worlds that feature these cultists they are most
38
Serpents & Simians
often intelligent baboons, mandrills, gibbons avowed them. HELL has claimed responsibility
and sometimes gorillas. All are carnivores and in billions of dollars in property damage to de-
keep human or (where appropriate) chimpan- velopers working in areas they have deemed
zee slaves. It is even whispered among the hu- “protected”, including the destruction of an off-
man populations that some humans are kept in shore oil rig that was drilling through a coral
an attempt by Demogoron’s Heirophants to reef, a lumber company burned to the ground
breed true a race that features the most terri- in South America and the destruction of com-
ble qualities of both ape and man. Others puters used in a Midwestern America coal strip
claim they have already succeeded. mining firm. They are also believed have been
involved in various murders and disappear-
The Ophiacodontids – Constantly at war with ances of various persons from corporate execu-
the Blood Apes are the Ophiacodontids. Each tives down to a group of factory workers proc-
cult believes there are the only true followers essing wood.
of the Great Fiend. The Ophiacodontids might
have the edge in shear age, but the Blood The members are for the most part the sons and
Apes outnumber them 20 to 1. The daughters of Baby Boomers who instilled the
Ophiacodontids are a race of intelligent syn- ideas of activism into them, but not the restraint.
apsids that have, over the millennia of a care- Many hail from various Associations, with the
fully controlled eugenics program have as- Wicce being predominant. The various Wicce
sumed more upright and human-like form. groups are quick to denounce them and reiter-
The Ophiacodontids were the first worshippers ate that methods of HELL are not that of the
of Demogoron, living during the primeval dawn Wicce. Even the Rosicrucians side with the
of the Earth during the Permian Period some Wicce on this issue and consider HELL to be the
250-290 Million years ago. Their astrologers single greatest threat to exposure. Given that
saw the end of the Permian Period that ended HELL’s tactics are as subtle as a sledgehammer,
in the extinction of close to 90% of all life, a both groups also agree that there is no way
time we now call “The Great Dying”. The pre- they could be part of the Combine.
viously cold and scientific race turned to a
doomsday religion with Demogorgon as their The fact is the members of HELL, despite what
God. Demogorgon took the Ophiacodontids to they might believe themselves, are not Wicce
his realm and there they continued their epoch or Rosicrucians at all, but in fact a cult dedi-
long degradation as a species. cated to Demogorgon. Demogorgon is known
Wars between the two cults are a frequent oc- to upper echelon of the cult, but the rank and
currence with the Blood Apes pitting brutal and file do not. The leaders commune with the
effective savagery against the Ophiacodonti- Great Fiend, who appears to them as the
dae calculated cruelty. The only time they do Wicce “Dark Man”.
not fight each other is when both tribes hunt hu-
mans for food or slave labor. The upper ranks believe that Demogorgon
The symbol of the Ophiacodontids is the Am- represents nature, raw and untouched by man,
phisbaena, a great serpent with heads on both and that centuries of human dogma has demon-
ends. ized him. They honestly believe they are doing
the work of a wronged divine being. HELL is
The Humanist Ecological Liberation League – only vaguely aware of the other cults, and
[Editor’s note: This cult may need to be those that do believe that they were pre-
adapted to fantasy based games] The third historic antecedents (which is true) that died out
and most radical of Demogorgon’s cultists is a epochs ago (which isn’t true).
group of Gifted humans living on Earth known
as the Human Ecological Liberation League, or Demogorgon in Your Games
HELL. True to their name, they are a radical As with any super-powerful fiend care must be
group of ecological terrorists and even the taken about how Game Masters introduce him
radical ELF (Earth Liberation Front) has dis- to their game. The Cast’s primary contact with
39
Serpents & Simians
the Great Fiend should be through rumor only. nent” example from TP (after all what continent
The appearance of two headed snakes and is more lost than Pangaea?) Humans, intelligent
frogs are common signs. Dealing with his cult, apes, even some intelligent bipedal reptiles can
especially HELL could provide enough for an be created here in their daily struggle for life,
entire series of episodes. The cast can get to not against the forces of darkness, but from
the top of a local HELL cell, only to discover within the heart of darkness itself. Travelling to
that there is much more and all of it is con- the lair is the kind of stuff that makes legends
trolled by a fiend that very few legends even out of characters in Dungeons & Zombies
mention. (remember ‘Queen of the Demonweb Pits?’)
and Army of Darkness.
Roleplaying “Demogorgon” versus
“The Demogorgon” Unisystem Stats
Demogorgon has the potential of being the
most ancient, powerful and dangerous entity Demogorgon
the characters or the players have ever encoun- Other names: The Great Fiend, The Demon
tered. If “He” has been around since the Per- Prince, Lord of the Brine Flats, Lord of the Gap-
mian times that would equate to 240 to 290 ping Maw, The Demon King.
Million Years, that is at least 2.4 to 2.9 Million Type: Greater Fiend (Demon)
levels of Age. Even if he was “down” for more *Though a Fiend, Demogorgon’s nature is closer
than half that time (say he was only active to demonic.
when there were active worshipers) that is still
about 40 million extra skill points! Obviously Strength: 18 Dexterity: 15
he can’t have that much. But there are still Constitution: 14 Intelligence: 12
problems with dealing with such an ancient, Perception: 18 Willpower: 16
alien creature. One option is to cut him down Endurance: 340
to size. Speed: 58
Armor: 28
Explore the possibility that Demogorgon is in Essence: 228
fact a title given to most powerful fiend in exis- Vital Essence: 456
tence. When that fiend is killed, or dies for Channelling level: 9
whatever reason, a new Demogorgon is ap- Life Points (when Manifested): 430
pointed. This would be the biggest secret in all
the infernal realms, and quite an adventure for Qualities
the Cast that discovers it. Maybe the current Acute Senses (all)
Demogorgon is ancient and a new fiend has Age +40* (best estimate)
challenged him to rule over all the fiends. A Ambidextrous
fight ensues and the younger fiend emerges Charisma +4
victorious! Only to be subjected to a painful Essence Channelling +9
transformation where he becomes the new De- Hard to Kill +20
mogorgon. Increased Essence Pool +13 (+65 Essence
Points)
Maybe Orcus did defeat Demogorgon once, Increased Life Points +12 (+120 LP)
only to be transformed to the new one. Natural Toughness
Another possibility for adventure is a current Nerves of Steel +4
demon adversary manages to learn the secret Greater Fiend
and becomes, through duplicity, the new Demo- Supernatural Senses (including see Invisible)
gorgon. Now the cast is really in trouble.
Drawbacks
Demogorgon’s lair itself, despite its supernatu- Adversary (lots, powers of good and evil) –10
ral placement, can be used as a fantastic Attractiveness –2
Ape / Dead World. Follow the “Lost Conti- Covetous, Greedy –3
40
Serpents & Simians
41
Serpents & Simians
Essence: 22-27
Life Points: 56-68
Ophiacodontids
Opiacodontids are a race of bipedal synapsids
that have evolved under Demogorgon’s guid-
ance. They consider the Great Demon to be
their god. They do not differ much in terms of
physical size and strength from humans. They
tend to be a bit smarter on the average and
have stronger wills.
Essence: 24-30
Life Points: 41-45
Qualities: Gift, Hard to Kill
Skills: Brawling 3, Handweapon (sword) 4
Metaphysics: Seer powers
42
Serpents & Simians
Stormwreaker
A Terra Primate Fantasy Apeworld
by
Daniel Proctor
Elrik slammed the door to the tomb behind him, humans and ruling with a clenched fist for sev-
knowing that the beasts would soon arrive. eral thousand years. Some say that it was their
dealing in dark magic that led to the weaken-
Finding his long dead ancestors was no easy task ing of their race, while others say their petty
in this land that had succumbed to the wild and desires folded in upon them. In either case, the
evil over the last several thousand years. power of the Gueran waned. Humans took ad-
vantage of this by rebelling, and soon territo-
Elrik looked about the dank tomb in haste. The ries were reclaimed by the humans.
sarcophagus of his founding ancestor lay cov-
ered in dust; Elrik hefted the stone lid off its As their power slipped from them the Gueran
base. Resting among the steadily disintegrating retreated to an island and established a king-
bones was a dark leather sheath, untouched by dom there, isolating themselves from the conti-
time. nent and leaving the humans to rebuild their
civilization on their own. This kingdom is now
His beast pursuers began to pound and scratch at known as Khanan.
the stone door as Elrik slowly pulled the sword
from the sheath. Its silvery blade reflected back Over five hundred years have passed since the
at him his noble simian Gueran features and his Gueran held power on the continent. Humans
cool, pink albino eyes. The former reminding him have established several kingdoms, and they
of the curse of his blood line. fight the twisted abominations left behind by
their previous enslavers. The continent is a dark
As the blade was freed, Elrik felt the icy metal place with hidden ruins and evil creatures lay-
handle in his grasp. Whispering filled his head. ing in wait.
Desires. Power. An appetite for blood.
Cosmology
Over and over the name “Stormwreaker” Good and evil are human concepts that aren’t
pounded his mind until his lips began to move reflected in the cosmology. The true power rests
with the name. in the struggle of Law versus Chaos. Anything
that will further either cause is fair game, with-
“Stormwreaker,” he whispered. out consideration of insignificant ideas of good
or evil.
“Stormwreaker,” he hissed.
The Gueran traditionally serve the gods of
“STORMWREAKER!” he shouted, as he turned to Chaos, wielding corrupted magic and serving
meet the beasts who had broken through the their destructive forces. Humans often serve the
door. elements, believing that the forces of Law and
Chaos care not for human well being. They
The Broken Lands aren’t wrong. However, the forces of the ele-
Thousands of years ago a race called the ments are not concerned with the desires of
Gueran came to the continent of Mordoun. mortals either. The world is a place in which
Many believe the Gueran came from another magic and divine power can be wielded, but
world, with their dark magic and ape-like fea- no power is particularly benevolent toward life.
tures. The Gueran have faces resembling goril- It’s a cold and lonely lot to be a mortal, and
las but bodies resembling humans. purpose in life must be created by one’s self.
43
Serpents & Simians
Belial Zalandra
Belial is the God of Chaos. He operates Zalandra represents the element of water, and
through his legion of servants, rarely making a has the most human-like intelligence of the ele-
personal appearance in the day to day strug- mental powers. She sometimes appears as a
gles of mere mortals. When he does appear, beautiful woman with sea green hair and the
he often resembles a giant Gueran with shiny body of a dolphin from the waist down. She is
ebony skin and equally dark horns. His ultimate the mother of the Fengrael, an all-female race
goal is to spread the destructive force of chaos with the torso of women and dolphin bodies
until the entire world succumbs to it, becoming from the waist down. Zalandra is more likely to
an ever changing vortex of creation and simul- become intertwined in the affairs of mortals
taneous destruction. It is rumored that he is the than any other elemental power, and is often
one responsible for the curse of albinism on the worshipped by sailors and fisherman.
Gueran noble line. A reminder to them that
they are never to challenge the will of Belial. Soloquin
Soloquin represents the elemental power of air,
Rapheus and has the most alien of the elemental intelli-
Rapheus is the God of Law. He exists in equal gences. Soloquin is fickle, never being predict-
opposition of Belial, and seeks to bring the able and capable of great destruction or
world under complete order. He has fought Be- soothing comfort. His worshipers are often simi-
lial in many incarnations from the time of crea- larly tempered and are subject to whim.
tion, and strives to bring Belial to his knees. Ra-
pheus will seek to make order of all things re- The Gueran
gardless of the cost. He rarely appears to mor- The Gueran resemble humans but for their go-
tals, but on those rare occasions he resembles a rilla-like faces. They are stocky, with black hair,
regal middle aged human with hard, cold gray dark eyes, and dusky skin. They tend to live
eyes. about 150 years. The royal blood line is cursed
with albinism, so any albinos seen are known to
Pyroth be descended from ancestral rulers.
Pyroth is the mad power of Fire. He is only
slightly sentient, and is concerned with consump-
tion and purification. Like the other forces of
the elements, Law and Chaos, and good and
evil all mean nothing to him. Regardless, he is
worshiped by those who seek philosophical
truth through the doctrine of flame and heat.
Few things are more honest than the honesty of
fire. Pyroth almost never appears personally,
since he prefers to send flame-like entities to
do his bidding. When he does appear it is as a
sentient flame only vaguely humanoid in ap-
pearance.
Euratharth
The intelligence associated with the element of
Earth is Euratharth. He exists deep under
ground, and is the power of all things earth,
from minerals to earthquakes. He operates
through beings made of pure earth, but some-
times appears as a humanoid rock-like being.
44
Serpents & Simians
Gueran Beasts
2-Point Quality In the wilds of the continent of Mordoun any
The Gueran people are stout, with a maximum number of creatures might be encountered.
strength of eight. They gain +2 to Strength and Look at Terra Primate and Dungeons and Zom-
+1 to Dexterity, and have excellent Nightvi- bies in addition to creatures presented here for
sion. The are renown for their capacity to be some ideas.
Cruel, for three points.
Fengrael
Gueran-Blooded The Fengrael are the children of Zalandra, ele-
-2 to 1-Point Quality or Drawback mental power of water. They have the upper
The Gueran bred with their human slaves fre- bodies of beautiful women, and the lower bod-
quently during their rule, and as a result ies of dolphins. There are no male Fengrael; to
Gueran-Blooded half-breeds were common. reproduce they occasionally mate with seaman
Over the centuries half-bloods were killed or or fisherman, who hold the Fengrael in respect
driven into hiding, so they are not as common and awe as children of the water.
among humankind at present. Few exist in
Khanan either, as they are considered filth. The Strength: 2-4 Dexterity: 4-6
features that mark one of Gueran blood can Constitution: 3-5 Intelligence: 3-5
apparently hide for generations, as some hu- Perception: 4-6 Willpower: 3-5
man families discover to their shock when a Life Points: (Strength + Constitution) x 3
child is born with an ape-like Gueran face. Speed: (Dexterity + Constitution ) x 2 (+8 in
the water)
Being of Gueran blood usually means having Attack: Spear (See skill)
the Gueran ape-like facial features to some Skills: Dodge 2, Hand Weapon (Spear) 3, Sur-
extent, and sometimes their gift of strength in vival (Ocean) 3
the form of +1 Strength and/or Nightvision. Powers: Breath Water, Regeneration (heals 1
Therefore, it is a variable Quality or Draw- Life Point per turn) (TP pg. 168)
back. Gueran-Blooded have a Minority status
worth two points. Those of the blood who do Imp
not have the obvious features but do have An imp is a minor demon that can be a pest to
some of the Gueran benefits instead have a most but a boon to sorcerers. They come from
two point Secret. Most people who learn of this one of the many layers of Hell, and are fre-
45
Serpents & Simians
46
Serpents & Simians
47
Serpents & Simians
Gortak hefted his spear, and charged into the Warriors, inquisitive scholar-sorcerers, etc, are
Gnolls, driving the weapon half way through the the typical character types.
first Gnoll’s chest. He let go of the spear, and
drew the broadsword from the sheath on his Adversaries are wild animals, villainous mem-
back. Raising it high above his head, he roared bers of the various player races, and the evil
the battle cry of the Gorllian people, and then races, such as the Hyena Men, commonly called
charged into the remaining Hyena-men, his blade Gnolls.
cutting a bloody swath through his foes. He knew
he had to fight his way through this pack if he Cosmology
was going to make it out of the pass alive. If he Malloth was formed from the primordial chaos
didn’t, the El V’aan wouldn’t know about the by the Goddess Asherah. She was the first to
Gnoll army preparing to invade their forest king- use her powers to mold the planet, and to give
dom. The El V’aan are a haughty, self-important it the first life forms that existed. Hanumann
race, but they are allies of his people. Gortak came next, appearing out of the void in a char-
hoped he could reach one of their outposts at the iot pulled by two large goats. He courted
edge of the forest before the main force of Asherah, and the two created a small pantheon
Gnolls got here.
The Basics
This is a fantasy setting that combines Terra Pri-
mate with new rules found in Dungeons & Zom-
bies, a fantasy genre book for All Flesh Must Be
Eaten, as well as various new qualities from
other Unisystem core books and sourcebooks.
48
Serpents & Simians
49
Serpents & Simians
El V’aan use Bows as their primary weapon, but Gnolls, as followers of Taromaiti, embrace
are also expert swordsmen. Most El V’aan tend darker magics than the other races. Thus they
to favor Leather armor, but light chain mail is tend to use Taint in place of normal invocations.
not uncommon in times of war. As experts in Gnoll Shaman are feared for the dark powers
those weapons, they also tend to make such they can command.
weapons of high quality compared to other
races. El V’aan blades are highly prized by the Gnolls who remained loyal to Astaphaeus are
other races, and anyone given one by an El different than their vile counterparts. They are
V’aan is considered blessed (being gifted with friendly and peaceful. They tend to live in iso-
an El V’aan blade normally gives the person so lated communities, as their evil brethren despise
gifted with an automatic Status of 3) them, and the other races distrust them because
of their renegade relatives. These Gnolls call
El V’aan are masters of woodcraft, as reflected themselves Astaphaens, after the god they
by their cities. They carve homes in the massive serve.
ancient trees of the great forests of Malloth.
The trees do not die though, as they were cre- Gorllians
ated to serve as homes for the El V’aan. Gorllians are descended from the great Silver-
Bridges connect the various trees, with homes backs that live on Malloth. Millenia ago, the
built on various levels, from the ground level on god Hanumaan gave them sentience, so that
up to the tops of the trees. they could be his servants on Malloth.
El V’aan can use magic, but the arts of Necro- Gorllians live in the lesser forests and hill coun-
mancy are beyond them due to their long lives try. Although stout warriors, they are actually a
and close ties to the Earth Mother. Even so, El very peaceful people, excelling at compiling
V’aan spell casters are a rare sight. knowledge. They were also the first race to
codify magic and organize schools to teach
Gnolls (Hyena Men) magic to those so gifted.
Gnolls are tall, lanky Hyena men. They are vi-
cious, and don’t get along with the other races, Gorllians are large, usually weighing 300
most notably the El V’aan. They were created pounds on the average. Their bodies are
by the god Astaphaeus, but turned from his dense, and they tend to avoid large bodies of
worship when they embraced the way of the water whenever possible. Due to this, Gorllians
goddess Taromaiti, who had turned to the dark. tend to build very wide, exceptionally sturdy
bridges over any rivers/streams in their terri-
Gnolls are organized into clans, and many tory. Gorllians can not learn swimming, as they
clans will unite to form a tribe. Various tribes sink in deep water.
will unite under a strong chieftain to form a na-
tion. Clans build fortified towns, and some Gorllians tend to build homes from bricks they
tribes maintain one large town as the seat of make themselves. They also use wood, but for
power for their chieftain. the most part, rely on brick making for building
materials. They also use stone, but only for
Gnolls are carnivorous, and eat the dead of walls surrounding their enclaves.
not only the other races, but their own as well.
This makes them enemies of all the other races, They tend to live in smaller communities, nor-
who don’t like being their next meal. They are mally town/village sized. Gorllian lands have
filthy beings, and have a vile odor about them. only three or four true cities, and those are not
really that large either. Many towns are actu-
Gnolls prefer leather armor over anything else, ally built around some sort of University, such
and like barbed weapons. Flails are a favored as one that teaches a craft (or various crafts),
weapon of Gnolls, along with spears. places of learning (where they teach reading,
writing, and impart knowledge from the books
50
Serpents & Simians
51
Serpents & Simians
52
Serpents & Simians
53
Serpents & Simians
Force of Law Some, but not all Priests are Inspired. Priests of
2 Levels of Hard to Kill (and can have up to a Cassiel are not typically Inspired; those that
total of 10) have the Gift can learn Invocations instead
+1 to Strength and Willpower (Cassiel being the goddess of Magic, her fol-
+1 Hand Weapon (Mace) lowers tend to perform traditional magic over
+2 Questioning Inspired Miracles)
Each god/goddess has a priesthood that ad- Scholar-Sorcerers have the following penalties:
ministers to their followers. These Priests per-
form rituals related to their god, hold sermons, 2-point Socially Inept (they don’t socialize
and preach the word of their deity to the much)
masses. All Priests undergo the same basic 1-point Obligation to whatever school/society
training before taking their vows. they belong to
Priests gain the following benefits: They do not gain any points from these draw-
backs, but can buy them off with experience.
2-point Status
+1 to Bureaucracy Scholar-Sorcerers know Invocations and/or
+1 to Humanities (Theology) Necromancy, depending on what type of magic
+1 to Myth and Legend (their God) is taught by the school/society that the charac-
+1 to Persuade (OotL, page 14) ter belongs to.
+1 to Rituals
+1 to Storytelling Socially Inept
+1 to Writing (Academic) See the D&Z web enhancement, page 8 for
complete details.
Priests have the following penalties:
2-point Honorable Strong Stomach
2-point Obligation to their religious order See OotL, page 18 for complete details.
They do not gain any points from these draw- Troubadour
backs, but can buy them off with experience. 5-point Profession Quality
54
Serpents & Simians
+1 to Acting
+1 to Hand Weapon (Clubs)
+1 to Hand Weapon (Swords)
+1 to Myth & Legend
+2 to Play Instrument
+ 1 to Singing
+2 to Storytelling
+1 to Writing (Creative)
Clown
2-point Covetous (Conspicuous) drawback
Showoff
55
Serpents & Simians
Armor Type
STRENGTH SURVIVAL (Con + Wil)
Armor Value
INTELLIGENCE SIMPLE WIL (Will x 2)
Maximum
Maximum
PERCEPTION INITIATIVE (Dex + mod)
Endurance Points
Essence Pool
WILLPOWER
56
www.gorilladen.com Created by Daniel Proctor, 2005, with modification by Jason Vey
Serpents & Simians
Gear
Rations
Unspent Gems
Animal Feed
57
www.gorilladen.com Created by Daniel Proctor, 2005, with modification by Jason Vey
Serpents & Simians
58